narby Posted April 7, 2009 Report Posted April 7, 2009 Albatros":2ma029b7]Thanks Narby for pointing that out again. As you said, you're marking some "typical" lines of collapsing walls there. I also do get your point and I do know that the typical line has to be the guideline in most of the places in a map. But I don't think it's that much of a contradiction to use bricks the way I do, taking your images as example... Seriously, I don't think this is leading anywhere. P.S.: Basically, I can fix that one line, and it does need at least to have that gap closed, that much I admit . But there's always a why, why *that* particular set of bricks might have an additional support, and why *this* wall-bit looks out of place... it's just a matter of spotting it, accepting it as possible and leaving the rest to the author, as long as it's not totally out of place. My opinion, but I'll stick with it for now. Cheers, Til I think the problem becomes much more apparent when you have a seam of bricks that then have a row missing below which gives the impression the remainder are floating which is made worse by the face the bricks are quite large in size so they tend to stick out a bit more. At the end of the day, this is harmless feedback that you can take or leave, but the fact is it stuck out to a few people and looked odd on an otherwise impressive building. Quote
Albatros Posted April 7, 2009 Report Posted April 7, 2009 Hey again, yeah, there have been pros and cons, and, frankly, I did show those shots around on lots of communities and - as always -, opinions were very much divided. I'll pass those first bricks a piece of supporting wall for the next compile so the gap (which is what you refer to as the missing row of bricks, that kind of "floating" effect) is closed and there's some downwards-curving in the bricks, but I don't think this'll change that much. The missing row of bricks, that I can understand and it needs fixing; but as for the normal collapsing wall of bricks that looks just like "cut off", I know it's a thing that just simply exists, even though it may look odd at first. @Sentura: I already answered that on the last page. I'm always glad about useful feedback, but for this particular discussion, please check my last postings again and you'll find that I did in fact give this problem a lot of thought and I've come to a conclusion over the past six or seven years. If it's not the bricks, then it's something else that stirrs up the same kind of discussion where people have a tendency to either like or dislike a feature/detail, sometimes with good reasons on both sides. That's no arrogance of mine by refusing to take advice, not at all , and I really don't want to be misunderstood there. Cheers, Til Quote
propaganda Posted April 7, 2009 Report Posted April 7, 2009 CJ, I am thoroughly intrigued. It looks like you have something really fascinating going on there. +1 to that, tell us more CJ. Quote
Tron Posted April 8, 2009 Report Posted April 8, 2009 Albatros":3dui9y82]Thanks Narby for pointing that out again. As you said, you're marking some "typical" lines of collapsing walls there. I also do get your point and I do know that the typical line has to be the guideline in most of the places in a map. But I don't think it's that much of a contradiction to use bricks the way I do, taking your images as example... Seriously, I don't think this is leading anywhere. P.S.: Basically, I can fix that one line, and it does need at least to have that gap closed, that much I admit . But there's always a why, why *that* particular set of bricks might have an additional support, and why *this* wall-bit looks out of place... it's just a matter of spotting it, accepting it as possible and leaving the rest to the author, as long as it's not totally out of place. My opinion, but I'll stick with it for now. Cheers, Til Those sections you have highlighted don't go against anything Narby said, he was emphasizing how the forces on a collapsing wall will depend on how it was taken down. Almost all the sections you have highlighted are where the wall has sheered away as a result of the weight from the other structural failures. While you could made a technical case for exacting scenarios that would result in the arrangements you have used, they would be extremely unlikely and to many people it will make what you have there look un-natural. In such a beautiful scene that has some extremely realistic shapes it is a shame to shock the player out of the illusion by presenting them with an artificial looking form. Quote
Albatros Posted April 8, 2009 Report Posted April 8, 2009 Those sections you have highlighted don't go against anything Narby said, he was emphasizing how the forces on a collapsing wall will depend on how it was taken down. Almost all the sections you have highlighted are where the wall has sheered away as a result of the weight from the other structural failures. While you could made a technical case for exacting scenarios that would result in the arrangements you have used, they would be extremely unlikely and to many people it will make what you have there look un-natural. In such a beautiful scene that has some extremely realistic shapes it is a shame to shock the player out of the illusion by presenting them with an artificial looking form. Alright, I guess keeping my position now would make me look rather stubborn As I said before, I'll gladly fill up the most "likely to collapse" parts of those bricks and then give you guys an update & see what happens. I still fail to see the shocking dimension of this brickwork though, and I - honestly - wouldn't have noticed it myself. The idea behind placing those bricks was to keep a line of them next to the concrete beams / pillars, so they wouldn't look all "naked" - an idea I got from my ruins picture collection, once again. But yeah, I'll just add some supporting elements/additional brickwork around the most fragile spots and maybe the problem will be solved then. Cheers Quote
Albatros Posted April 8, 2009 Report Posted April 8, 2009 No new compile yet, just another screener. Quote
hessi Posted April 8, 2009 Report Posted April 8, 2009 that streetcar looks awesome. seems like warby and i spawned a new line of dod assets Quote
DvS Posted April 8, 2009 Report Posted April 8, 2009 Almost done with part 2 (of 3) of my single player project. Sending it out to beta testers this weekend, most likely. It feels good to nearly be done with it... until the testers point out how terrible it is and how I'll have to redo everything. I want to know more ^^ If you need more testers I'm up for it. Quote
mabufo Posted April 8, 2009 Report Posted April 8, 2009 God damn. It's been too fucking long since I stepped foot in this thread. That was probably over 200 pages ago. hi guys. I'll post some screens of the ancient shit fest that I'm working on probably sometime tomorrow. Cheers. Quote
Campaignjunkie Posted April 8, 2009 Report Posted April 8, 2009 Almost done with part 2 (of 3) of my single player project. Sending it out to beta testers this weekend, most likely. It feels good to nearly be done with it... until the testers point out how terrible it is and how I'll have to redo everything. I want to know more ^^ If you need more testers I'm up for it. DvS (and anyone else for that matter) - PM me your e-mail address if you want to test... well, with the intention of e-mailing me back some feedback using your keen sense of level design. (Though lately I've found sitting down random friends and watching them, aka the Valve method, is strangely compelling and also horrifying.) Quote
Josch Posted April 8, 2009 Report Posted April 8, 2009 Looks cool. But what about this: Do you think this would worl in real world? No, dont worry, I`m just kidding If I could`ve imagined what a discussion I started.... Whohoo Go on with your map as you want and like. I trust your researches and I won`t complain any further unnecessary details Quote
Bic-B@ll Posted April 9, 2009 Report Posted April 9, 2009 i dont find the rubble nearly annoying as the fact that there are like 4 distinct different colors/textures to make up one exterior and they dont flow together at all. on top of that the narrow vertical pillars are perfectly fine while surrounded by carnage, they look very out of place. Quote
VoodooBenshee Posted April 9, 2009 Report Posted April 9, 2009 Albatros":1frr1l2c] No new compile yet, just another screener. yeah shit thats awesome. which part of aachen are you building =) Quote
Albatros Posted April 9, 2009 Report Posted April 9, 2009 @ Bic-B@ll: Oh well. Different colours for the same building's exterior are a common thing for buildings of that period: http://www.schwarzaufweiss.de/belgien/i ... dstil9.jpg http://www.acfbi.ch/images/Riga/Riga%20 ... il%201.JPG http://www.designladen.com/metz/source/ ... l-4267.jpg http://www.guenter-gusek.de/assets/imag ... ndstil.jpg http://www.wokalamps.com/bilder/info/wagnerwienz3.jpg http://i1.trekearth.com/photos/7949/trekbonnsnow12.jpg http://www.imhof-multimedia-consulting. ... _ganz2.jpg http://www.imhof-multimedia-consulting. ... hnitt4.jpg http://www.rackmann.de/1996-Dateien/image008.jpg http://cdn.fotocommunity.com/photos/16210292.jpg http://www.baukunst-nuernberg.de/aeu_bayr_70.jpg http://zeitungsviertel.de/img/aldo-ross ... mbnail.jpg They're creating contrast, no constantly uniform colour schemes, which is intended, too, I believe. Also, a building of that size has many different and independent structural components - I don't think it's that odd to let the walls collapse while the pillars and columns still are intact. Some of my references: http://germanhistorydocs.ghi-dc.org/ima ... 2665-p.jpg http://images.google.com/hosted/life/f? ... 1c965f227f http://tbn0.google.com/hosted/images/c? ... cd_landing http://gsb.download.bva.bund.de/BR/scha ... g/40-2.jpg Cheers. P.S.: @VoodooBenshee: I'm trying to map an area around the Stadttheater and the Hotel Quellenhof. I'd have loved to get the Dome or the main square into the setting, but that'd have meant overkill both model- and vis-wise . Quote
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